Notes on the general principle of unreal engine object stroke effect

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By adding a post-processing volumetric luminous material
and the material is set to self-illumination, the properties of the material are also set to post-processing

Then only the stroke will get the screen position through the relevant material function, and process it
to render all object materials.

It is also possible to control only one object individually

Controls all object methods by default

set up

Set the custom deep start template channel in the project settings, in order to prepare for the individual control of certain objects in the scene

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Set up the glowing material in the post process volume

Check the infinite range in the post-processing volume setting
and set the depth value in the corresponding model

For a simple example, for the entire scene, the preview effect after not setting the depth, by changing the size and strength, you will find that the entire scene will only have gray and white outlines.

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Set stroke range

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Draw gridlines without color

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There are still a lot of redundant drawing on the above, this time you need to floor it,

Handle redundant drawing, such as not drawing the sky

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set custom depth

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Custom Depth Mask

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Finally, the 1 2 3 4 of the custom depth is set in the object to correspond to the color of 1 2 3 4 of the material

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Origin blog.csdn.net/u010042660/article/details/131480131